diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 28e65c9682..f29cb3c692 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -296,7 +296,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // Let's set up attributes for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) { - out.Write("centroid in float3 uv%d_2;\n", i); + out.Write("centroid in float3 uv%d;\n", i); } out.Write("centroid in float4 clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) @@ -305,6 +305,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T } out.Write("void main()\n{\n"); + out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); } else // D3D { @@ -337,18 +338,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T { // On Mali, global variables must be initialized as constants. // This is why we initialize these variables locally instead. - out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); out.Write("\tfloat4 colors_0 = colors_02;\n"); out.Write("\tfloat4 colors_1 = colors_12;\n"); - // compute window position if needed because binding semantic WPOS is not widely supported - // Let's set up attributes - if (numTexgen) - { - for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) - { - out.Write("\tfloat3 uv%d = uv%d_2;\n", i, i); - } - } } if (g_ActiveConfig.bEnablePixelLighting) @@ -377,15 +368,18 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS+numTexgen-1); for (unsigned int i = 0; i < numTexgen; ++i) { + out.Write("\tint2 fixpoint_uv%d = iround(", i); // optional perspective divides uid_data.texMtxInfo_n_projection |= xfregs.texMtxInfo[i].projection << i; if (xfregs.texMtxInfo[i].projection == XF_TEXPROJ_STQ) { - out.Write("\tif (uv%d.z != 0.0)\n", i); - out.Write("\t\tuv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i); + out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i); } - - out.Write("\tint2 fixpoint_uv%d = iround(uv%d.xy * " I_TEXDIMS"[%d].zw * 128.0);\n\n", i, i, i); + else + { + out.Write("uv%d.xy", i); + } + out.Write(" * " I_TEXDIMS"[%d].zw * 128.0);\n\n", i); // TODO: S24 overflows here? } } diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 9bb1ffcf2e..e372c96827 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -134,7 +134,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ { if (i < xfregs.numTexGen.numTexGens) { - out.Write("centroid out float3 uv%d_2;\n", i); + out.Write("centroid out float3 uv%d;\n", i); } } out.Write("centroid out float4 clipPos;\n"); @@ -433,7 +433,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ // clipPos/w needs to be done in pixel shader, not here for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) - out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i); + out.Write(" uv%d.xyz = o.tex%d;\n", i, i); out.Write(" clipPos = o.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) out.Write(" Normal = o.Normal;\n");